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The Would-Be Knight Playbook: What Was Your Childhood Like?
The Would-Be Knight Playbook: What Was Your Childhood Like?
You grew up sitting wide-eyed round the fire, listening to stories of knights and heroes who slew dragons and saved the
kingdom. The other children liked those stories as well, but you lived for them, and you promised yourself that you would
grow to be a great knight too.
You are strong and brave. Your Strength begins at 12, and all of your other ability scores begin at 8.
1d12 What did your parents do in the village? What did you learn from them? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int
+2 Cha, +1 Int,
7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+1 Dex, +1 Wis
6 You never met someone who didn’t like you. +2 Cha, +1 Str
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha
2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con
7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis
As you came of age, you began your quest to become a great knight. You become a level 1 Warrior. You gain the class
abilities Weapon Specialization and Knacks, and the skill Riding. The tables below will further define your class abilities.
How did you begin your quest?
Raiders from the north sometimes reach the village, and you were always the first volunteer in +3 Str,
1
the forces which defended against them. Skill: Command
+3 Cha,
2 You are truly untested, but often boast otherwise.
Skill: Deceit
+3 Con,
3 You spent long days riding and practicing alone.
Skill: Riding
+3 Cha,
4 A real knight came to town and you rode with him for a time.
Skill: Etiquette
When traders from the south came to the village, you found an old warrior’s training manual +3 Int,
5
and you studied it every day thereafter. Skill: Military History
+3 Dex,
6 You first saw action with the archers in the levy.
Skill: Drinking
You haven’t yet, but might pretend otherwise. The friend to your right often helps you pretend +2 Cha,
1
that you are more seasoned than you are, and gains +1 Cha. Knack: Defensive Fighter
One night, you surprised a murderous thug passing through town and looking for trouble. The +2 Int,
2
friend to your right helped you get the jump on the villain, and gains +1 Int. Knack: Fleet
You accidentally slew a partner in training. The friend to your right stayed your hand when +2 Str, Knack: Weapon
3
you almost made the same mistake again, and gains +1 Str. Specialization
When some ruffians attacked your beloved, you fought like a king of old, with great presence. +2 Cha,
4
The friend to your right fought off the gang with you, and gains +1 Cha. Knack: Great Strike
A boastful stranger challenged you to a duel and found you more than he could handle. The
+2 Dex, Knack: Weapon
5 friend to your right distracted the stranger’s friends when they sought to aid your opponent,
Specialization
and gains +1 Dex.
A brigand was waylaying villagers on the road, but you decided to put an end to his robbery.
+2 Con
6 The friend to your right traveled the roads with you for two weeks, hunting the thief down,
Knack: Resilience
and gains +1 Con.
1d6 Now that you are ready, how will you seek your fortune? Gain
+2 Str,
1 You will slay a dragon, and even have a map you think might lead you to one.
an old map
+2 Cha,
2 You will be knighted by the king after winning the affection of the common folk.
a shining helm
+2 Cha,
3 You will rescue a princess, as in all the old stories, but first you have to find one.
a gold-threaded tunic
+2 Str, +2d6 silvers,
4 You will conquer a realm of your own.
a noble name
+2 Con,
5 You will banish an ancient evil of which you have heard stories.
an old scroll
+2 Con,
6 You will visit distant lands and tirelessly seek adventure along the way.
a lodestone
3. Jot down your skills, class abilities, and starting equip- 8. Your Fortune Points are 3.
ment, as well as any other pieces of gear you may want
to buy. The Would-Be Knight begins with the following 9. Your hit points are 10 plus your Constitution bonus.
equipment: knife, peasants’ clothing, a horse of your own,
your favored weapon, leather armor (+2 AC), four days 10. Fill in your saving throws using the chart on the back
feed for your mount, and 4d6 silvers. of this booklet.
4. Pick an alignment. Your character may be Lawful, Cha- 11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
otic, or Neutral. If you can’t decide, simply choose to be ons you think you might use. Your to hit bonus for a melee
Neutral; most people are. weapon is your BAB plus your Strength bonus, while you
use your Dexterity bonus instead for any missile weapons.
5. Your Base Attack Bonus comes from your class. As a Your Strength bonus also adds to the damage of any melee
level 1 warrior, you have a BAB of +1. weapon. Don’t forget your weapon specialization!
Base Breath
Attack Poison Weapon Polymorph Spell Magic Item
Level Experience Bonus Save Save Save Save Save
1 0 +1 14 17 15 17 16
2 2,000 +2 14 17 15 17 16
3 4,000 +3 13 16 14 14 15
4 8,000 +4 13 16 14 14 15
5 16,000 +5 11 14 12 12 13
6 32,000 +6 11 14 12 12 13
7 64,000 +7 10 13 11 11 12
8 120,000 +8 10 13 11 11 12
9 240,000 +9 8 11 9 9 10
10 360,000 +10 8 11 9 9 10
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